Adding a Little Unpredictability to City Metrics
Posted: Sat Dec 03, 2022 5:09 pm
This is based on an OOC discussion that took place late December 1st/early December 2nd regarding a desire to add a little bit of unpredictability to city metrics. This should not in any way counteract the IP expenditures and efforts of players to change those metrics.
The discussion started with how much RP the famine plot added to the game along with the dark cloaks and other similar ideas where there are good day-to-day RPable affects from the metrics moving up and down. This creates a sense of unpredictability and encourages more people to work together through RP as well as the usual IP expenditures to change the city metrics. It also makes each metric more important as there would be effects tied to each one.
This could be positive and negative effects similar to how the health metric increases or decreases healing time and chance of disease.
Deedee suggested that non-aggro wandering animals wihtin the city gates could be a result of lower infratructure (rabbits, turkeys, etc.)
I am low on specific examples right now and would appreciate other voices on this.
The discussion started with how much RP the famine plot added to the game along with the dark cloaks and other similar ideas where there are good day-to-day RPable affects from the metrics moving up and down. This creates a sense of unpredictability and encourages more people to work together through RP as well as the usual IP expenditures to change the city metrics. It also makes each metric more important as there would be effects tied to each one.
This could be positive and negative effects similar to how the health metric increases or decreases healing time and chance of disease.
Deedee suggested that non-aggro wandering animals wihtin the city gates could be a result of lower infratructure (rabbits, turkeys, etc.)
I am low on specific examples right now and would appreciate other voices on this.